February-May Roundup

February

  • client UI ease-of-use
  • action menus along top of actor view UI
  • gem name fixes (true versus observable were reversed)
  • targeting improvements/fixes
  • fix for “Munchausen” bootstrapping problem (picking oneself up)

March

  • ammo recovery
  • throwable weapon relocation
  • ammunition bundle refactoring (new model for handling groups of ammo)

April

  • finishing ammo
  • identity improvements
  • CoreListAim and CoreListTargeting
  • AmmoDropHandler: merge ammo and bundles by known identity
  • use of ammo bundles and new containers with weapon strikes
  • QuantitySelectAim: extract ammo support

May

  • ghoul fever
  • ghoul as replacement template
  • zombie/skeleton template improvements as well
  • ghoulify functionality (UI and ghoul fever result)
  • ghoulish/ghastly paralysis
  • sickened as poison damage
  • ghastly stench
  • temporary poison immunities on saves (if allowed by poison)
  • Cleave Feat (and support classes)
  • fixed coreStep problem with multiple serial steps
  • proneEffect use improved
  • drop handlers use falling movment
  • falling-stop trove merge
  • item/object damage handlers (finally)
  • item/object save handlers (finally)

 


Visualization Overview

The Visualization Overview section is now available in my growing tuning series.  I struggled with being somewhere between a catalog of functionality (and going too deep), an API overview (and being too shallow), and a design justification (and getting too long-winded).

Ultimately, the idea of the system overviews is to provide enough information so that the tuning pages I’m going to create have some context on what I’m tuning without me having to do it in-line and detract from the actual tuning content.


Packaging Overview

I just added some background information on the packaging assembly as part of my documentation set for experiences and insights on tuning the Ikosa framework.


First Page

Finally finished off and published the first (non-bloggish) page of a “series” of pages I’ll be adding to (eventually) that I’d collected thoughts on about optimization stuff in the Ikosa Framework.

Ikosa Tuning Introduction


Roundup 2

July

  • Model cache improvements
  • furnishing stuff
  • multiple cabinet drawer containers
  • location targeting
  • object storage/holding actions
  • client UI work
  • portal cleanup

August

  • movement budget consumed on failed movement
  • grasp awareness improvements
  • bump-into awareness
  • movement and lighting tweaks
  • RoomIndex

September

  • performance and edge case tweaks
  • room awareness performance
  • value-type usage increased
  • move-cost factors for moving objects
  • LocatorIndex
  • removed shader effects reference

October

  • auto-pump the time-tracker
  • turn time-extension when creatures acting (especially moving)
  • client UI concurrency stabilizations
  • pouch and devotional symbol slots (for caster classes)
  • menus via ObservableCollection
  • auto-hit (unattended objects, friendlies with harmless)
  • grip rules for climbing improved

November

  • more climbing test and fix
  • multi-level fractional power die
  • ghoul/ghast (mostly)
  • extraordinary power actions

December

  • poison as a trait
  • paralysis power
  • mental actions
  • secret saves
  • disease trait
  • more undead immunities (paralysis/disease)
  • violet fungus
  • tentacle natural weapon
  • construct guard (automaton)
  • extra health for constructs
  • dart/javelin (needed for goblins)
  • container notifies of lighting changes
  • thread per actor window
  • team affiliations
  • user/creature binding

January

  • IsMaster client handling
  • multiple (closeable) actor windows
  • UI re-organization
  • portrait cache on client
  • initiative visualizer (IsMaster)
  • IsMaster master and any actor prerequisite list
  • auto-turn tracker startup on unfriendly awareness

Annual Roundup 1

It’s been just slightly over a year since any substantive post.  Again, as the sole resource on Guildsmanship (Ikosa Framework), I get more from the coding than from promoting to the small set of people who are even slightly aware I have been coding the D20 system (v3.5) for the past decade (or so).

2017-01-29

Last January: more furnishing things (mostly model generation)

February: even more furnishing things such as drawers and doors opening, UI workshop, in-game manipulation actions; ended with some drawing optimizations in the workshop and client

March: continuing on optimizations

April: even more optimizations (it’s easy to get addicted to performance numbers!)

May: got back into furnishing movement (push/pull/slide/rotate); also got into climbing, moving on furniture; and UI bound jump-down and hop-up actions

June: (slow month) but I added a new ModelCacheSelector; and here’s a quoted comment from a check-in: “Furnishing default implementations tend towards solid convex cuboids
overrides for hollow/cabinet/surface mainly change covered face exposures” (which I think was a refactoring to a base-class so I didn’t have to copy/implement certain geometry features)

I’ll add some more later today while I’m on a roll.


Latest Model Pics